System and method for generative game world filling and game element tagging

By employing a generative game world filling system and methodology, and utilizing machine learning models and artificial intelligence, input commands to game areas are detected to generate game elements that conform to game standards. This solves the problems of fixed game content and insufficient interactivity in existing technologies, enabling the customization and dynamic generation of game content and enhancing the richness and interactivity of the player experience.

CN122028962APending Publication Date: 2026-05-12SONY INTERACTIVE ENTERTAINMENT LLC
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SONY INTERACTIVE ENTERTAINMENT LLC
Filing Date
2024-10-21
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

Existing technologies cannot provide the ability to customize game content and improve the controllability of device operation, as well as the controllability of device interface and game world filling.

Method used

By using a generative game world filling system and methodology, leveraging machine learning models and artificial intelligence, input commands to game areas are detected to generate game elements that conform to game standards, including game areas, storylines, and objects, and the game content is dynamically adjusted to adapt to the player's interests and actions.

Benefits of technology

It enables the customization and dynamic generation of game content, provides a rich and diverse gaming experience, enhances player interaction with the game and the openness of the game world, and improves the uniqueness and playability of the game content.

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Abstract

Systems, processes, and apparatus configurations for generative game world padding are provided. A method may include determining elements for populating an electronic game area, including generating content or a new story plot component of a new game area of the electronic game. Filling an electronic game area may include using a game world generation model trained to generate a new game area based on game area criteria. Game world padding may include a new game area and an output game area to appear as part of an electronic game. Game world padding may be performed to generate and insert new game areas and story lines into the electronic game, including game levels, game maps, game story lines, design styles of objects, and game element designs. Game world generation may be based on detection of game element tags including descriptions of game elements.
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Description

[0001] Cross-references to related applications

[0002] This application claims priority to U.S. Patent Application No. 18 / 492,197, entitled "Systems and methods for generative game world generation and game element tags," U.S. Patent Application No. 18 / 492,247, entitled "Systems and methods for generative game world generation and player customization," and U.S. Patent Application No. 18 / 492,276, entitled "Systems and methods for generative game world generation and user preference interface," the descriptions of which are hereby expressly incorporated herein by reference in their entirety. Technical Field

[0003] This disclosure relates to interactive entertainment and electronic video games, including game device operation, processes, configuration, user interface control and control device configuration, and generative processes for populating the game world. Background Technology

[0004] Computer and console game titles have been developed in many styles for different game systems and platforms. Games and content are often developed for display in two-dimensional format, including games presented in various formats.

[0005] As game systems and networking features evolve to include increased processing power and display quality, game content also improves with the development of richer features and graphics. There is a growing expectation to provide users with customization and tailoring for game content. Conventional development processes may limit developers' ability to provide game content suitable for all users. Furthermore, many games are developed using fixed mappings and game architectures. Some existing games allow users to manually select features, such as characters or levels. These existing games may be limited in their ability to generate game elements. Therefore, there is a need and expectation for game systems and devices to provide users with the ability to control game content. There is also a need and expectation for game systems to improve the controllability of device operation, including improved device interface controls and game world filling. Summary of the Invention

[0006] This document discloses and describes systems, methods, and configurations for generative game world filling. In one embodiment, a method involves a device detecting a game world generation input command for a video game area. The method includes the device determining at least one element for filling the video game area based on the world generation input command, wherein the determination of the at least one element is based on game world standards. The method also includes the device outputting game data of the video game area containing the at least one element.

[0007] In one implementation, the game world generation input command is at least one of a game engine command, a game design command, a game server command, and a game player command used to populate at least one element of a game session.

[0008] In one implementation, the game world standard defines at least one parameter used to generate at least one of the following: game levels, game maps, game storylines, object design styles, and game elements.

[0009] In one implementation, the game world generation input command includes detecting game element tags in the video game area, whereby the game element tags include descriptions of the game elements used for configuration.

[0010] In one implementation, identifying at least one element for filling the video game area includes at least one of: content that generates a new game area of ​​the video game and a new storyline component of the video game.

[0011] In one implementation, determining at least one element for filling the video game area includes: generating at least one game element and game area based on the video game's storyline and design themes.

[0012] In one embodiment, determining at least one element for filling a video game area includes: generating at least one game object and at least one display property to fill the video game area, and wherein determining at least one element includes a template generation element for the game area.

[0013] In one implementation, determining at least one element for populating a video game area includes: using a game world generation model to generate a new game area for the video game, the game world generation model being trained to generate the new game area based on game area criteria to include new game content.

[0014] In one embodiment, determining at least one element for filling a video game area includes: generating a display element of at least one element in a newly generated game area, wherein the device uses a template generated for the video game to determine the display attributes and game functions of at least one element.

[0015] In one implementation, outputting game data for a video game includes displaying at least one element during a game session.

[0016] Another embodiment relates to an apparatus configured for populating a generative game world. The apparatus includes an interface, a memory storing executable instructions, and a controller coupled to the interface and the memory. The controller is configured to detect a game world generation input command for a video game area. The controller is also configured to determine at least one element for populating the video game area based on the world generation input command, wherein the determination of the at least one element is based on game world standards. The controller is further configured to output game data for the video game area containing the at least one element object.

[0017] Other aspects, features, and techniques will be apparent to those skilled in the art from the following detailed description of the implementation scheme. Attached Figure Description

[0018] The features, objects, and advantages of this disclosure will become more apparent from the following detailed description taken in conjunction with the accompanying drawings, in which the same reference numerals are consistently used in a corresponding manner, and wherein: Figure 1 It is a graphical representation of a generative game world filled according to one or more implementation schemes; Figure 2 The process for populating a generative game world according to one or more embodiments is illustrated; Figure 3 A graphical representation of a system and apparatus for generating a game world according to one or more embodiments is shown; Figure 4 This illustrates a graphical representation of a game world generated according to one or more implementation schemes; Figure 5 A graphical representation of the game world trained according to one or more implementation schemes is shown; Figure 6 The diagram illustrates a graphical representation of a player-customized game world generated according to one or more implementation schemes. Figure 7 This illustrates a process for generating a game world customized for players, based on one or more implementation schemes; and Figure 8 A graphical representation of game world content generated for a player is shown according to one or more implementation schemes. Detailed Implementation

[0019] Overview and Terminology One aspect of this disclosure relates to generative game world filling. Implementations relate to a game system that may include a console, processor, or server for generating game media. Processes, system configurations, and device configurations are provided according to the implementation to fill game areas (such as game areas in existing games) and generate new areas for existing games and / or games in design. Game world filling may include the generation of game elements as part of game design, game engine, game server operations, and player input. Game world filling may be applied to configured elements and / or generated elements. Game elements include player-controlled objects (e.g., characters), non-player-controlled elements (e.g., non-player characters, opponents, boundaries, paths, tracks, etc.), visual elements (backgrounds, levels, maps, etc.), game storylines, game structures (e.g., game maps, levels, layouts), audio output features, display themes, game locations (e.g., scenes, outer space, spaceships, tracks, etc.), and general game elements. According to the implementation, generative game world filling includes the use of one or more machine learning (ML) models. ML models used herein can be generated and used for generative game world filling, including artificial intelligence (AI) models configured to fill game worlds and game elements. The operations and processes described in this article for generative game world filling can be used to provide generative AI open-world filling for game world filling.

[0020] The embodiments described herein include processes, device configurations, and systems for generating game worlds and for filling one or more areas of the game. According to the embodiments, the device is configured to detect game elements, such as tagged elements in a video game that can be configured by the device. The embodiments can also be configured to detect and generate game world structures and / or storylines. For example, a video game may include a structure with one or more game areas (e.g., levels, worlds, tracks, landing displays, menus, interactive controls, etc.). A game area may have one or more sub-areas within a game area. According to the embodiments, generative open-world filling may include configurations of game world areas, game world sub-areas, and / or game world elements. Generative open-world filling may include generating (e.g., creating) new game areas and / or game sub-areas for the video game. Game world areas may have structures and / or relationships. For example, playing a first level (level 1) before a second level (level 2). Similarly, playing a planet or scene first, and then the player can enter a second planet or a second level. Game world areas can have structural relationships with each other through layers, map locations, and their arrangement relative to each other. Operations for generating game areas can be performed to create one or more game worlds for a video game. By generating game areas and / or game worlds, players of the video game can interact with video and game content that can be generated based on the player or a group of players, and it allows for the generation of new game environments after game design. For example, a game designer can generate a game that includes multiple levels or game areas. Implementation methods include processes for adding one or more additional levels to the game.

[0021] According to the implementation scheme, the process, apparatus configuration, and system for generating a game world and populating one or more areas of the game may include generating one or more storyline elements for the video game. The video game may include one or more characters and one or more storyline elements. For example, a storyline might require characters to accumulate or find items before challenging a game boss. Alternatively, a storyline may include details about characters (including player-controlled characters and non-player characters). The implementation scheme may modify the storyline to include one or more details that populate the storyline. According to the implementation scheme, the implementation may include generating a storyline and inserting the storyline into the video game. Storyline generation according to the implementation scheme may include identifying character actions or outcomes (e.g., defeated characters, destroyed game objects, etc.).

[0022] According to the implementation scheme, the process and device configuration may include detecting one or more game tags or tagged elements for populating the game world. The video game may include one or more game elements that can be tagged or marked, enabling the device to detect and populate the elements. Populating elements may include one or more of the following: setting display characteristics, setting the appearance of the element, modifying the theme of the element, selecting the output configuration of the element (e.g., game effects, voice or text output of the element, and interaction of the element in the game). The process and device configuration may include detecting one or more game templates for populating the game world. Game templates may include one or more of the game structure and game storyline.

[0023] According to the implementation plan, a process is provided for generating and populating a game world based on one or more of the player's interests and actions (such as in-game controls). By using player actions and preferences, the video game can be presented based on player actions within the game. Therefore, player actions can be detected and used to influence one or more aspects of the game structure and storyline. Additionally, player interactions and input commands from multiple players can be detected and used to generate one or more game areas and storylines.

[0024] The implementation also relates to systems, apparatuses, and methods for generating models and using these models to train devices for populating game worlds. Operations can be performed during training to identify game characteristics and / or player interactions, such that the population of the game world includes one or more of a consistent design, theme, or logic. Models can be generated to populate existing game areas.

[0025] As used herein, the term "a / an" shall mean one or more. The term "multiple" shall mean two or more. The term "another" is defined as a second or more. The terms "including" and / or "having" are open-ended (e.g., comprising). The term "or" as used herein shall be interpreted inclusively or as any one or any combination thereof. Thus, "A, B, or C" means "any one of the following: A; B; C; A and B; A and C; B and C; A, B, and C." Exceptions to this definition occur only when a combination of elements, functions, steps, or actions is inherently mutually exclusive in some way.

[0026] Throughout this document, references to "an embodiment," "certain embodiments," "implementation," or similar terms mean that a particular feature, structure, or characteristic described in connection with an embodiment is included in at least one embodiment. Therefore, the appearance of such phrases in various places throughout this specification does not necessarily refer to the same embodiment. Furthermore, there is no limitation on how a particular feature, structure, or characteristic can be combined in one or more embodiments in any suitable manner.

[0027] Exemplary Implementation Figure 1 It is a graphical representation of a generative game world filled according to one or more implementation schemes. Figure 1 A video game 100 is shown, comprising a game storyline 101 and a game structure 110, the game storyline including multiple scenes 105. 1-n The game structure includes multiple game areas 111 1-n According to the implementation scheme, the process and apparatus configuration are set up for generative game world filling in a video game (such as video game 100) to add and / or modify one or more game elements. Generative game world filling in video game 100 may include adding and / or modifying game storyline 101, such as scene 105. 1-n One or more scenes within a game world. Generative game world filling may include defining one or more storyline elements, such as scene 106. 1-n When generated, scene 106 1-n It can be added to storyline 101, and in addition to game scene 105. 1-n Scene 106 can be added outside of one or more game scenes and / or between those one or more game scenes. 1-n The arrangement and sequence. According to the implementation scheme, the generative game world filling of video game 100 may include filling game areas (such as game area 111) with... 1-n Adding and / or modifying elements. Generative game world population may include defining one or more game regions (new game regions), such as game region 112. 1-n When generated, game area 112 1-n It can be added to game structure 110, and in addition to game area 111. 1-n Game area 112 can be added outside of and / or between one or more game areas. 1-n The arrangement and order.

[0028] According to the implementation plan, generative game world population can include adding game areas or game elements by linking to one or more elements of the game. In some cases, new game areas can be built on content that already exists in the game. For example, new minor characters can be added to an existing game map that can be expanded, and backstories or other enrichments can be added to an existing story. Backstories or enrichments can provide character arcs for existing characters or add subplots branching off from the existing game story. In some cases, new game areas can exist independently of existing game content, such as as subgames, side quests, or standalone adventures. When adding new game areas, there are many different ways to link the new game areas to the existing game world, some of which will be more suitable for certain game titles. For example, in a space game, players may be able to travel to a planet by entering the planet's coordinates into the spaceship's navigation system, which would allow for the addition of a new planet simply by providing the player with the coordinates of the new planet. As another example, games in dense urban areas can add underground areas by making passages (such as secret doors or new sinkholes) provide access to new underground areas. In some games, players are allowed to choose which level to play or automatically advance to the next level upon completion. In such cases, a new game area, acting as a new level, can be added to an existing set of game areas and made accessible to the player. In other cases, a new game area doesn't correspond to a new location in the game; it might be adding one or more new characters, monsters, decorations, collectibles, objects, puzzles, subplots, or story arcs to an existing location. For example, after adding a new game area, new information can be obtained from existing NPCs in the game, allowing players to solve new puzzles to acquire new items. Games without locations can add game areas, such as adding a new set of cards to a trading card game. New game areas can provide players with the ability to acquire one or more new things, such as decorative outfits, magical weapons, new game mechanics, new information, or access to new skills. When creating new functionalities (such as magical weapons, new game mechanics, or new skills) that can be obtained in new game areas, care must be taken to ensure they are created in a way that maintains game balance and avoids creating things that are too powerful or too weak to function well in the game. For example, their ability should be balanced against other items that players can obtain at their current game progression. New game areas can provide players with the ability to acquire one or more existing items, such as healing, food, weapons, crafting materials, experience points, or contact with existing NPCs who have also traveled to the new game area.

[0029] According to an embodiment, generative game world filling may include using a game world generation model to determine at least one element for filling a video game area. According to an embodiment, the apparatus may use the game world generation model at block 120 to perform generative and / or training operations for the video game 100. According to an embodiment, the game world generation model may be configured to generate, fill, and configure one or more elements of the video game 100. Configuring the elements of the video game 100 may be based on identifying game element tags used for configuration. Alternatively or in combination, the configuration of the elements of the video game 100 may be based on game areas that can be generated by the game world generation model. The generation of a new area may include filling the area with one or more elements or constraints. According to an embodiment, the generative and / or training operations at block 120 may include one or more operations for identifying elements of the video game, generating new areas, and / or configuring one or more game areas of the video game 100. According to an embodiment, the generative and / or training operations at block 120 may be based on one or more detected user commands and / or interactions at block 125. Generative game world filling may be based on one or more commands. For example, a command can be an input command of one or more of the following: a game engine command, a game design command, a game server command, and a player command, used to populate at least one element of a game session. For instance, a game engine command can be an instruction from video game 100 to generate a new game area or populate one or more existing areas of the game. During game design, a device can receive game world generation commands via a user interface to generate a new game area or populate a game area. During gameplay, game world generation input commands can be received from a user (such as a player of the game) to generate a new game area. Similarly, one or more devices (such as a server) providing the video game can generate game world generation input commands to generate game areas and / or populate game areas.

[0030] According to the implementation scheme, video game 100 can be configured to provide features for improving user experience, wherein the functions and operations described herein are performed after user consent, with explicit notification to the user, and / or in alignment with one or more user settings for user privacy. It should be understood that the implementation scheme can be applied to interactive entertainment with one or more users. The processes described herein are not limited to game content. According to the implementation scheme, generative game world filling may include performing one or more operations and processes discussed herein, such as... Figure 2 Process 200 and Figure 7 The process is 700.

[0031] Figure 2A process for filling a generative game world according to one or more embodiments is illustrated. Process 200 can be configured to generate one or more elements or configurations of a video game, including configuring one or more existing elements among game elements and generating one or more new game elements and game areas. Process 200 can be provided by a device for filling a generative game world (such as...) Figure 3 The device 305 and / or controller 325) perform the operation.

[0032] Process 200 can be initiated by a device (e.g., device 305) that detects game world generation input commands for a video game at box 205. According to the implementation, game world generation input commands for a video game area can be detected by a device (such as one or more of a game console, web server, and interactive entertainment device). Game world generation input commands can be at least one of game engine commands, game design commands, game server commands, and player commands for populating at least one element of a game session. Generative game world population can be performed at different stages of game development and / or for an established game. During game development, game input commands can include generating one or more game elements from game elements in a game area and generating a new game area. For an established or existing video game, generative game input commands can be received during gameplay and / or in response to gameplay to generate one or more game elements in a game area. Similarly, generation input commands can be used to initiate the generation of a new game area or game storyline. World generation input commands can be detected based on input commands from game designers and developers using a user interface for game design. For the generated game, world generation input commands can be based on player control of the selection of the user interface and control panel used for the video game.

[0033] Process 200 can be performed on a video game (e.g., a video game, an interactive game, etc.). A video game may include one or more player-controlled elements, visual displays, or one or more levels or areas, and the ability of a user to control a character relative to one or more levels or areas. A video game may also include non-player elements, such as non-player characters or playable areas (e.g., routes), non-playable areas, and various forms of displays. A game may include a storyline, including character information (such as character backstories) and one or more narrative components describing gameplay or the basic principles used to perform game tasks. These features may form game standards or be part of game standards. For example, when identifying generative features, the character storyline for a task involving an object may be a defining feature and constraint. Game standards may be described by video game data. Implementation schemes may include identifying and determining game standards based on one or more of gameplay data and game engine data (e.g., game code).

[0034] According to the implementation scheme, process 200 may optionally include receiving video and / or game content at box 206. Generative world filling may be based on parameters of the video game. The video game may include characters, themes, and storylines. At optional box 206, one or more parameters may be received via video data and / or game data (e.g., game code, game engine data, game generation data, etc.). The video and game data received at optional box 206 can be used to characterize the game and identify storylines and game components that complement or integrate with the game's features.

[0035] According to the implementation scheme, process 200 may optionally include performing world generation training at box 207. World generation training may be performed to generate and / or train a game world generation model. The world generation model can be used to generate elements, regions, themes, templates, and / or game features to populate a new game world. The world generation training at box 207 may be based on features of the video game and training data generally used for character, storyline, theme, and video generation. According to the implementation scheme, the world generation training at box 207 may include training a model to generate elements and regions of the video game using elements, regions, and features of the video game. For example, for racing games, the model may be trained based on cars and tracks to generate new cars and / or new tracks. For adventure games, the model may typically be trained based on the player-controlled character, game antagonists (e.g., villains, bosses, enemies, etc.), scenes, levels, tools, and game parameters. World generation training may include identifying one or more game criteria for the video game.

[0036] At box 210, process 200 includes determining at least one element for filling a video game area based on a world generation input command. According to an embodiment, game element determination can be based on a world generation input command. During game design, the determination of elements can be used for filling areas, generating new areas, configuring areas, generating storyline components, and adding to the game storyline for the world generation input command. For already developed or existing games, the world generation input command can similarly be used for filling areas, generating new areas, configuring areas, generating storyline components, and adding to the game storyline. The processes and apparatus configurations discussed herein can identify and / or generate game world standards based on video game data. According to an embodiment, generating video game elements, game areas, and generative game world filling can be based on the video game's game world standards. By using game world standards, elements that allow for the functionality and / or compliance of the video game can be generated. According to an embodiment, game world standards can define at least one parameter for generating at least one of the following: game levels, game maps, game storylines, object design styles, and game elements. Game elements may include one or more of the following: decorative objects, functional objects, side quests, subplots, history, NPCs, training, skills, wealth, achievement rewards, puzzles, objectives, competitions, tournaments, social elements, combat challenges, and physical obstacles. Process 200 may identify and / or determine game world standards based on received game content, world generation training, and / or video game data. As an example, a game location may have one or more labels associated with that location, indicating aspects of the storyline that will occur at that location. For example, a storyline may require the player to acquire a specific object. Depending on the object's last known location and the player's past interactions with NPCs, a storyline can be generated for the game area that completes the aspects derived from the game location labels and is consistent with gameplay. Storylines generated from game areas may take into account player preferences or inferred interests to be more appealing to the player while still meeting constraints to fit the game. In some cases, depending on the player's previous gameplay, storylines may lead to different overall outcomes or story directions. For example, player actions that anger or kill certain NPCs may result in generated storylines that do not include partnerships or rewards from the NPCs, but may open up opportunities to ally with others who oppose the NPCs.

[0037] According to the implementation scheme, at least one element for filling the game area is defined at box 210, including at least one of: content that generates new game areas in the game and new storyline components of the game. According to the implementation scheme, generative game world filling and generative AI can be used to fill the game world in many ways, such as by game designers, by game engines, by game servers, or by game players. When used by a game engine or game server, generative AI can replace the traditional process of generating game content to result in the creation of unique game content that is not perceived as repetitive by players. When used by a game designer, generative AI can be used to generate many possibilities for filling game areas, such as game levels, cities, countries, islands, planets, spaceships, building interiors, or dungeons. Designers can choose an interesting one to use as the basis for new content and can pick and choose elements to use from the different generated content. When used by players in the game, generative AI can allow players to create new unique content instead of the traditional approach of replicating a fixed set of building elements. In open-world games with player-created content, the processes and operations described herein can provide a very rich and constantly evolving environment for players to explore.

[0038] According to the implementation plan, generative AI can be used to generate content to populate new game areas. These new game areas can be newly created or already exist within the video game and require population, such as newly visited planets or islands. A set of objects or descriptions can be seeded for each area in the game to guide the generative AI when creating content for that area. By using generative AI to populate new game areas, the game can provide an endless variety of unique game environments for players to explore.

[0039] According to the implementation plan, generative AI can be used to create new non-player characters (NPCs) in the game, giving each NPC their own appearance, personality, and background. NPCs can possess information of interest to the player and can be used to reveal information to the player to advance the game's storyline. NPCs can have roles to play in the storyline, such as enacting a theme by encouraging the player to take the correct action, or highlighting the player's weaknesses or fears by inducing the player to conform to their weaknesses or fears. New NPCs with storyline roles can be generated when the player acquires new goals, fears, weaknesses, or habits. NPCs can be generated in response to tags associated with game elements such as goals, challenges, game areas, NPCs, or points in the storyline, where the tags indicate the storyline aspects that should be performed by the NPC.

[0040] According to the implementation plan, identifying at least one element for filling a video game area includes: generating at least one game element and game area based on the video game's storyline and design themes. The area being filled within the game world can have a consistent design, theme, or logic specific to that area. An area in the game world can have sub-areas within it, in which case the standards of the main area can be applied to the sub-areas, as well as the sub-area standards. In some cases, the standards of a sub-area can override the standards of the larger area it is embedded in. A game title can act as an area and have standards applied to it and areas embedded within it. Generative AI filling can populate the area with new content that conforms to the standards of the area in the game world (including any standards inherited from areas embedded within it). Generative AI can be used to add areas to the game, each area having a unique feel for the player.

[0041] According to the implementation scheme, determining at least one element for filling a video game area includes: generating at least one game object and at least one display feature to fill the video game area, and wherein determining at least one element includes generating a template element for the game area. Process 200 can be configured to characterize the game area, and the determined elements can be based on a theme or style to be applied to the game elements. For example, a first piece of music or audio accompaniment can be selected for a game area including a room, and a second piece of music or audio accompaniment can be selected for an outdoor or nature theme for the game area. As another example, a game location can have specific musical aspects associated with it, such as indicating the associated musical aspects to be applied when a player is in that location via a tag associated with the game location, and NPCs can have specific musical aspects associated with them. When a player encounters an NPC in a game location, a new musical piece can be generated and played, taking into account both the musical aspects associated with the game location and those associated with the NPC. Musical aspects can include things such as themes, melodies, lyrics, genres, instruments, pitches, rhythms, emotional effects, and styles. Game area elements, storyline elements, and characters can be used to generate the appearance of a room, elements within the room, and room appearance styles. Elements can be generated based on the age appropriateness of the players, allowing rooms or bars to be modified into cafes or restaurants based on the players' age level.

[0042] According to the implementation scheme, generative AI can be used to fill empty frames or templates in a new game area. This can be used to ensure that the generated content is functional and consistent with other areas in the game title. According to the implementation scheme, determining at least one element for filling the video game area includes: generating a display element for at least one element in the newly generated game area, wherein the device uses a template generated for the video game to determine the display attributes and game functionality of at least one element. The video game may include using templates for filling game areas, such as a first template for a first game area or level, and a second template for a second game area or level.

[0043] According to the implementation plan, a combination of procedural generation and artificial intelligence can be used for generative game world filling. For example, procedural generation can be used to generate new empty game levels with standard game features, such as difficulty levels, defined entry points, and defined exit points, ensuring that the generated content fits well within the game. Operations for generative game world filling can then fill the content within the new procedurally generated level. Operations for generative game world filling can be given a set of constraints to satisfy when generating content, which can include constraints on the quantity, location, type, or power level of things such as wealth, healing, traps, or monsters. In some cases, operations for generative game world filling can fill areas with predefined boundaries that must be consistent with them, such as the left edge near a forest (with a road in the middle of that edge) and the right edge bordering grassland at the top and ocean at the bottom. In some cases, the area to be filled can have constraints extending into the area, such as filling unexplored areas shown on a map indicating roads and rivers passing through the area. In another example, the operations used for generative game world filling can determine the layout and content of the generated area, while procedural methods are used to fill in the details of objects determined by generative game world filling, such as procedurally adding details to travel portals placed by generative game world filling so that they look and function similarly to other travel portals in the game and are linked to allow travel to other travel portals in the game.

[0044] According to the implementation scheme, identifying at least one element for filling a video game area includes: using a game world generation model to generate a new game area for the video game, the game world generation model being trained to generate the new game area based on game area criteria to include new game content. For example, the world generation training at optional box 207 can generate and / or train a model that can be used to identify and / or fill game elements.

[0045] At box 208, process 200 may optionally include identifying at least one tagged element. According to embodiments, the video game may include one or more element tags or tagged elements in the video game data. The tagged element may be a game element that can be populated by the device. The tagged element may be a placeholder for including or configuring an element. For example, the video game may include a background with a first display configuration. The background may be tagged such that the generative game world populates to include the configured background. Similarly, for player-controlled elements, the player character may be tagged. Alternatively or in combination, other game elements and non-player characters may be tagged to allow configuration. According to embodiments, game world generation input commands may be detected based on the detection of game element tags in a video game area, the game element tags including descriptions of the game elements used for configuration. Process 210 may determine one or more tags to be included in the generated content to guide the generation of content included in or otherwise associated with the generated content, which may be included in the generated content by process 215. Such hierarchical use of tags in the generated content can lead to greater consistency among related generated content.

[0046] At box 215, process 200 includes outputting generative game data and / or content. The output game data may include game data generated for a video game area. The generated game data may be output along with the game data. For example, a background generated for the game may be inserted in rhythm with an existing background. Alternatively, formatted objects may be output along with at least one generated formatted element. Outputting game data for the video game includes displaying at least one element during a game session.

[0047] Process 200 may optionally include updating the generative game output at box 216. Process 200 can be configured to update the generative content based on the game world standards and game content of the video game. According to the embodiment, the generative game world filling can be based on the video game content output. Therefore, advancing to different game areas or levels can initiate an update of the generative game content. Process 200 may optionally include detecting user input at box 217. According to the embodiment and discussed in more detail herein, the generative world filling can be based on user input control and actions. User input detected at optional box 217 can be used to update the generative game output at optional box 216. Figure 7 Process 700 describes operations for populating generative game worlds and player customization according to one or more implementation schemes.

[0048] Figure 3A graphical representation of a system and apparatus for identifying game world generation according to one or more embodiments is shown. According to the embodiments, game world generation can be performed and used by an apparatus or system (such as a network game system). The system may include one or more components and apparatuses. Figure 3 A system 300, which may include device 305 according to an embodiment, is illustrated. Device 305 may be one or more of a game console, computing device, and electronic device typically configured to output game content 306 to a display 310, and may include the output of generated game worlds and video game content. Regarding game content, device 305 may typically be configured to output data for presentation on a display or visual output device, including graphics (2D and 3D), sound, and data. Device 305 may also be configured to output non-game content, such as video content, visual content, audio content, etc. The embodiments describe the generation of generative game worlds for video games and games; however, it should be understood that the principles of this disclosure can be applied to other forms of media and non-game content. Therefore, device 305 and system 300 can be configured for generative operations that can be applied to one or more applications.

[0049] According to one embodiment, device 305 is configured to output data 306 and / or content to display 310. According to another embodiment, display 310 may be separate from or part of device 305. Device 305 may be configured to communicate with one or more servers 320 via network 315. 1-n Network communication can be performed. Network communication may include one or more network communication types (e.g., Local Area Network (LAN), Metropolitan Area Network (MAN), Wide Area Network (WAN), wireless, Internet). Device 305 can be configured to perform network communication from server 320. 1-n Receives one or more of user data, game data, and video data. Server 320 1-n It can be configured to store one or more of user data, game data, and generative data.

[0050] Figure 3 Device configurations according to embodiments are depicted. Device 305 may relate to a console, media device, and / or handheld device. Device 305 may be configured to generate game data, including configuring and populating existing game areas of the game, and generating new game areas of the game. Device 305 may be configured to perform one or more processes described herein for populating a generative game world. According to embodiments, device 305 includes a controller 325 and a memory 326. Device 305 may also include a network communication module 327. Device 305 may also optionally include game content 328. Device 305 may optionally include a display 311 and / or be interoperable with a display 310.

[0051] Controller 325 may relate to a processor or control device configured to perform one or more operations (e.g., executable instructions) stored in memory 326, such as processes for game world generation and game world population. Controller 305 may be coupled to memory 326, network communication module 327, and interface (I / O) 330. Memory 326 may be a non-transitory memory configured to provide data storage and working memory operations for device 305. Memory 326 may be configured to store computer-readable instructions for execution by controller 325 for one or more processes described herein. Network communication module 327 may be a communication module configured to receive and transmit network communication data.

[0052] According to the implementation scheme, device 305 can be configured for generative game world filling. According to the implementation scheme, device 305 can be configured to detect a game world generation input command for a video game area. Device 305 can be configured to determine at least one element for filling the video game area based on the world generation input command, wherein determining at least one element is based on game world criteria. Device 305 can be configured to output game data for the video game area having at least one element object.

[0053] According to the implementation scheme, device 305 can be configured for generative game world filling and player customization. Device 305 can be configured to detect player data of at least one player in a video game, wherein detecting player data includes detecting in-game player interactions with video game elements. Device 305 can be configured to determine at least one element for filling a game area of ​​the video game based on the player data of at least one player, wherein determining at least one element is based on in-game player interactions. Device 305 can be configured to output game data having at least one element for filling the game area.

[0054] Device 305 can be configured to receive game media (e.g., cartridges, cassette tapes, discs, codes, data, etc.) and output the visual and audio content of the game media to display 310. Device 305 can be configured to receive data from server 320. 1-n One or more servers receive data to present and output game content 328, which can be stored in memory 326. For online games, device 305 can receive data from a network source (such as server 320). 1-n It can receive game data and can be configured to generate game music for the game data. Similarly, device 305 can be configured to receive video content, typically including non-network game data, and output the video content.

[0055] Device 305 can be configured to receive signals from one or more peripheral devices (such as input device 335). 1-n Input device 335 receives input. 1-n It can be a controller or input device that is typically configured to provide control and game control of device 305.

[0056] System 300 may include a display 310 for visual and audio output of the video game and / or output of device 305. According to embodiments, display 310 may display control elements of device 305 that can be used to interface with device 305, such as optional menus 350. Display 310 may output user interface 350 received from device 305. Device 300 may utilize one or more operations of the processes described herein. It should also be understood that system 300 and its components may be configured to perform operations of device 305.

[0057] Figure 4 A graphical representation of a game world generated according to one or more embodiments is shown. According to one embodiment, a process 400 for generative game world filling includes training a model to generate a world, and using the model to determine at least one element for filling a video game region. In contrast to running a pre-programmed series of events or phases, the embodiment provides operational and apparatus configurations to use at least one model to generate one or more game elements for the video game, such as game regions, game objects, game themes, etc. The trained model can be configured to identify parameters (such as features of the video game) from inputs and generate one or more configurations for the video game, including unpre-programmed configurations. Game world filling may include configuring pre-programmed elements, such as applied themes; however, it should be understood that generative game world filling may include the generation of new elements and / or regions that are separate from and other than pre-programmed video game data.

[0058] According to the implementation scheme, process 400 may include receiving game content, which includes data of a game character 401, data of a game area 402, data of a game object 403, and data of one or more game themes 404. Based on the received game content, process 400 may perform one or more generative and / or training operations 405. According to the implementation scheme, training operations may be performed to train a generative game model to generate one or more of the characters, game areas, game objects, and game themes. The training operation at 405 may include identifying one or more game criteria using data of the game character 401, game area 402, game object 403, and one or more of the game themes 404. Game criteria may include one or more functional constraints. For example, game criteria may restrict the controlled movement of game objects. Game criteria may have design themes or display characteristics. For example, game criteria may restrict the amount of background elements in a game area. Generative operations may include generating one or more of the characters, game areas, game objects, and game themes.

[0059] Generative and / or training operations 405 may include generating and / or training a game world generation model. The world generation model can be used to generate elements, regions, themes, templates, and / or game features to populate a new game world. The world generation model can detect labels associated with the inputs provided to it, which can be used to determine the constraints satisfied by the world generation. World generation training at box 405 may be based on features of the video game and training data typically used for character, storyline, theme, and video generation. According to the implementation, world generation training at box 405 may include training the model to generate elements and regions of the video game using elements, regions, and features of the video game. For example, for a racing game, the model may be trained based on cars and tracks to generate new cars and / or new tracks. For adventure games, the model may typically be trained based on the player-controlled character, game antagonists (e.g., villains, bosses, enemies, etc.), scenes, levels, tools, and game parameters. World generation training may include identifying one or more game criteria for the video game.

[0060] According to the implementation scheme, process 400 may include outputting game data 410 of a video game area having at least one generated element. Outputting game data at 410 may include multiple game areas 411. 1-nAccording to the implementation scheme, a game area 4111 can be output, which includes a background 415, configurable game objects 420, game objects 425, and theme elements 430. According to the implementation scheme, the game area 4111 can relate to a game area of ​​a video game, and the generative world filling can be configured to modify and / or generate one or more game elements of the game area 4111. The background 415 can include one or more decorative and functional elements that can be modified. The configurable game objects 420 can relate to tagged elements, such that the device can be configured to modify one or more of the functionality and appearance of the tagged objects. Game objects 425 can be game features, such as barriers, paths, or landing features. The arrangement of elements in the game area 4111 can be adjusted based on operations used for generative game world filling.

[0061] According to the implementation, generative game world filling may include filling game areas and / or generating new game elements. Output game data 410 includes at least one element in output game area 4112. Game area 4112 may be generated to include background 430, configurable game object 420, game object 425, and theme element 440. According to the implementation, game area 4112 may relate to a modified or updated version of game area 4111. For example, game area 4112 may be modified to update at least one appearance and function of one or more game elements. Game area 4112 may include one or more updated elements of background 435, including theme element 440 modified from game area 4111. Configurable game object 420 may be updated to appear in game area 4112 with a modified graphical representation (e.g., a star representation to illustrate appearance changes). Game object 425 may be represented as a game feature. According to the implementation, game area 4112 may relate to a modified graphical representation of a game area of ​​a video game. According to other implementations, game area 4112 may relate to a new area of ​​a video game.

[0062] According to an implementation, process 400 may include outputting game data 410 of a video game area having at least one generated element based on a game area template. According to an implementation, the game area template may identify one or more features or elements for filling the game world. According to an implementation, generative game world filling may include filling game areas and / or generating new game elements for multiple game areas using the game area template. Outputting game data 410 includes outputting game areas 411. n At least one element in the game area 411. n It can be generated as a background 445, a configurable game object 420, a game object 455, and a theme element 450. According to the implementation scheme, the game area 411... nThis can involve modified or updated versions of game region 4111. For example, game region 411 can be modified. n To update at least one appearance and function of one or more game elements. According to the implementation plan, game area 411 n This can involve a game area generated based on a template generated from game area 4111. Game area 411 n This can include one or more updated elements of the background 445, including theme elements 450 modified from the game area 4111. The configurable game object 420 can be updated to appear in the game area 411. n The game object 455 may appear as having a modified graphical representation (e.g., display processing). The game object 455 may be presented as having game features with modified appearance and functionality (e.g., shape changes defining controllable area variations). According to the embodiment, game area 411 n This may involve a modified graphical representation of a game area in a video game. According to other implementations, game area 411 n This could involve new areas related to video games.

[0063] According to the implementation plan, game area 411 1-n This can involve generating one or more game regions for the open world of a video game. Game regions can be generated based on closed-loop adaptive story learning and the detection of video game elements.411 1-n According to the implementation scheme, elements of the video game can be detected and used as references for generative elements. Elements can be detected based on player preferences or interactions and used to customize suitable game areas for one or more users. User preferences can be detected based on voice input or commands, such as giving instructions to the game console to color the background or change the background to a country-themed car, neon bar, or city café. Unlike conventional games with pre-programmed content, process 400 and the process described herein can generate game areas based on user-to-user commands and requests. The generation of elements can interact with the game engine to allow content presentation and gameplay.

[0064] Figure 5 A graphical representation of a game world trained according to one or more implementation schemes is shown. Depending on the implementation scheme, one or more references and models can be used to perform game world determination. Contextual information about objects, object functions, and object appearance can be determined based on the training process. Figure 5 A training process 500 is shown, which may include receiving training input 501 by a device 505 including a controller 510. 1-n According to the implementation scheme, the controller 510 can receive multiple gameplay videos and / or game data from the electronic game as training input 501. 1-nIn some implementations, the training input is 501. 1-n This can involve rendered video data from a specific video game and one or more additional video games. Training input: 501 1-n This can include one or more references to storyline parameters. Training input 501 1-n This may include game engine data for one or more video games. Based on the training in process 500, controller 510 can generate output 515. Output 515 may include one or more identified objects, game areas, game storylines, video game modifications, new characters, character voices, and elements used to populate the game world. According to the implementation, controller 510 can be configured to generate output 515 based on a recursive loop that includes training and feedback. Feedback loop 520 can provide information such as the rating and accuracy of output 515.

[0065] According to the implementation scheme, the training process 500 and the controller 510 can be configured to use one or more learning models (e.g., artificial intelligence, iterative models, etc.) to identify objects and elements in a video game. The training process 500 and the controller 510 can use one or more libraries of common video game objects, including object images and object descriptions.

[0066] Figure 6 A graphical representation of a player-customized game world is shown according to one or more embodiments. According to the embodiments, apparatus and processes for generative game world filling and player customization are provided. Process 600 includes interaction with a player 605 in a video game. 1-n Multiple related gameplay data sources 610 1-n Gameplay data source 610 1-n This could involve gameplay devices, such as those configured to output player controls 611. 1-n The game console, personal device, and computer. Process 600 may include detecting player interactions in the game, such as player input controls and preferences, at box 615. According to an embodiment, game content may be generated at box 620 using the player input and / or preferences detected at box 620. According to an embodiment, the processes and operations described herein may be performed by one or more control devices. Alternatively or in combination, the processes and operations described herein may be performed by one or more servers.

[0067] Figure 7A process for generative game world population and player customization according to one or more embodiments is illustrated. Process 700 can be initiated by detecting player gameplay data at box 705. The player gameplay data detected at box 705 may include user input controls for one or more video games, user commands (e.g., voice, user interface, etc.), user reactions, and user preferences. Player data for at least one player of the video game may be detected. According to embodiments, detecting player data includes detecting in-game player interactions with elements of the video game. Detecting player data may include detecting input controls for multiplayer games and identifying in-game preferences for at least one player of the video game.

[0068] Process 700 may optionally include detecting generative input commands at box 706. Similarly, process 700 may include performing world generation training at box 707 and identifying labeled elements at box 208. The operations for detecting generative commands, world generation training, and identifying labeled elements can be referenced above. Figure 2 The process discussed in 200 is similar to the operation.

[0069] At box 710, process 700 includes the device determining at least one element for filling a game area of ​​the video game based on player data of at least one player. The element for filling the game world can be determined based on player interactions within the game. According to an embodiment, determining at least one element includes: detecting player data of a first player and player data of a second player, identifying preferences based on the player data of the first player and the second player, and generating at least one element in the game area of ​​the video game based on game world standards.

[0070] Process 700 can learn from player preferences and / or observations of player gameplay to identify game elements that are appealing or enjoyable to the player. This information can be used by generative fill operations to create game content tailored to the player based on what they find appealing or enjoyable about the gameplay and / or game title. Generative fill operations can create new game areas populated with content tailored to the player. Generative fill operations can also populate new game areas for the player based on elements from other game areas the player likes. Furthermore, generative fill operations can detect player emotions and generate content based on those detected emotions.

[0071] Process 700 may include a generative fill operation for determining elements of a video game. According to an embodiment, determining at least one element includes: selecting a template for filling game areas using in-game player interactions, and at least one tag element for filling the template. Determining at least one element includes: using player data from at least one player to set at least one style for the at least one element. According to an embodiment, the generative fill operation may specifically generate content for players in a multiplayer game environment, and then the content specifically generated for each player can be used in that game environment. In some cases, players may interact with content specifically generated for another player. According to an embodiment, when multiple players play together in the same multiplayer game environment, the generative fill operation may generate music for the game environment that takes into account the musical preferences of all players. The generative fill operation for music and audio output may take into account game states, such as the mood or emotion the current game state attempts to create in players and what game elements are present. Different musical themes or subjects may be used for different game elements or areas, as well as one or more themes or subjects for the overall game music. These musical themes and subjects may be stylized based on player preferences. According to an embodiment, content created by the generative fill operation can be used across multiple game titles. According to the implementation plan, an overall musical style, such as orchestral score, can be used across the entire game title. This overall musical style can then be applied to new music created by generative fill operations for use in the game, such as in newly generated game areas. The created content can be generated by the game server or created locally on the device playing the game. Alternatively, locally created content can be uploaded to the server for sharing.

[0072] According to the implementation scheme, at least one element is identified as including: generating an adaptive storyline for the video game based on player interactions within the game. According to the implementation scheme, at least one element is identified as including: generating a new storyline for the video game based on player interactions within the game, and inserting the new storyline into the video game. According to the implementation scheme, at least one element is identified as including: generating at least one of audio output and music output for the video game based on player interactions within the game. According to the implementation scheme, at least one element is identified as including: using a game world generation model to generate new game areas for the video game, the game world generation model being trained to generate new game areas based on player interactions within the game to include new game content.

[0073] Process 700 includes outputting game data with at least one element for filling the game area at box 715. Process 700 may optionally include updating game content at box 725. Outputting game data for the video game includes outputting at least one element to the first player and the second player of the video game during the game session.

[0074] Figure 8 A graphical representation of generating game world content for a player is shown according to one or more embodiments. According to the embodiments, the generative game world filling and player customization can be based on parameters of the video game to provide consistency with the generative content and the video game content. The generative content can be based on one or more game templates. Process 800 can be configured to fill one or more game areas based on player customization using game data 805 of the video game. Game data 805 may include game structure / map data 801, game element data 802, and game storyline data 803. Game structure / map data 801 may include a description of the game layout, the format of levels or game areas, and the relationship of game areas relative to the game storyline. Game element data 802 may include a description of game objects, game object functions, and the use of game objects in game areas. Game storyline data 803 may include a description of one or more storylines of game characters.

[0075] Process 800 can be configured to generate one or more game areas using video game data, player interaction data, and one or more game templates. Process 800 may include: receiving game data 805, detecting user / player data at box 810, and selecting / generating a game template at box 815. At box 820, process 800 includes filling and / or generating at least one game world area. The generated game world data 825 may be output to be presented to one or more players.

[0076] According to the implementation plan, generative AI can learn at the game title level what content players like based on their interactions with all players of the generated content. Some players may respond to content differently than others. The AI ​​can detect these different ways players react to content and group players based on these reactions, allowing the generative AI to create content specifically for a group of players with similar preferences.

[0077] According to the implementation plan, generative AI can be used to group content, grouping content liked by the same player together. If a group of players has similar preferences, content can be grouped based on the reactions of players in that group to the content. This allows different game areas to be filled with content from different groups, which can lead to consistency within game areas as well as differentiation between game areas.

[0078] According to the implementation plan, generative AI can be used to create adaptive storylines based on player actions in the game. Therefore, player actions can be used to control the video game and its story. A linear, traditional game storyline is employed. According to the implementation plan, when players influence the game story, story elements not yet revealed to the player can be modified to adapt to new changes introduced by the player in a way that remains woven together at the end of the story. Encountering NPCs later in the game can lead to NPCs intervening in actions taken by the player earlier, giving the player a sense of living in and influencing the game environment, rather than simply observing a predetermined story.

[0079] According to the implementation plan, generative AI can be used to create collections of game content and group similar content together to create or populate areas, giving these areas a sense of consistency. Similarity can be determined through AI analysis of the game content or through AI analysis of player reactions to or interactions with the game content.

[0080] According to the implementation plan, generative AI can be used to create content for the entire game title, game areas shared by multiple players, gameplay for a single player, or within a single gameplay instance. In some cases, the created content can begin with a narrow scope of availability, such as being specific to a particular player, and then become more widely available based on player reactions to the content, such as within a specific shared game world. In some cases, if the first player reacts positively to content created for that first player, the content can be made available to a second player. In some cases, if a specific number of individual players react positively to the created content, the created content can be shared more broadly, such as being used to populate game worlds accessible to any player.

[0081] Although this disclosure has been specifically shown and described with reference to exemplary embodiments thereof, those skilled in the art will understand that various changes in form and detail may be made therein without departing from the scope of the claimed embodiments.

Claims

1. A method for filling a generative game world, the method comprising: The device detects the game world within the video game area and generates input commands. The device determines at least one element for filling the video game area based on the world-generating input command, wherein the determination of the at least one element is based on game world standards; as well as The device outputs game data of the electronic game area, which includes at least one of the elements.

2. The method according to claim 1, wherein the game world generation input command is at least one of a game engine command, a game design command, a game server command, and a game player command for populating at least one element of a game session.

3. The method according to claim 1, wherein the game world standard definition is used to generate at least one parameter of at least one of game levels, game maps, game storylines, object design styles, and game elements.

4. The method of claim 1, wherein the game world generation input command includes detecting game element tags in the video game area, the game element tags including descriptions of game elements for configuration.

5. The method of claim 1, wherein determining the at least one element for filling the video game area comprises: Generate at least one of the content of a new game area in the video game and a new storyline component of the video game.

6. The method of claim 1, wherein determining the at least one element for filling the video game area comprises: The at least one game element and game area are generated based on the storyline and design theme of the video game.

7. The method of claim 1, wherein determining the at least one element for filling the video game area comprises: Generate at least one game object and at least one display property to fill the video game area, wherein determining the at least one element includes a template generation element for the game area.

8. The method of claim 1, wherein determining the at least one element for filling the video game area comprises: A game world generation model is used to generate new game areas for the video game, the game world generation model being trained to generate the new game areas based on game area criteria to include new game content.

9. The method of claim 1, wherein determining the at least one element for filling the video game area comprises: The device generates a display element for the at least one element in the newly generated game area, wherein the device uses a template generated for the video game to determine the display attributes and game functions of the at least one element.

10. The method of claim 1, wherein outputting the game data of the electronic game comprises: Display at least one of the elements during the game session.

11. An apparatus configured for populating a generative game world, the apparatus comprising: interface; Memory, the memory storing executable instructions; as well as A controller, coupled to the interface and the memory, wherein the controller is configured to Detect input commands for generating the game world in the video game area; Based on the world generation input command, at least one element is determined for filling the video game area, wherein the determination of the at least one element is based on game world standards; as well as Output the game data of the video game area containing at least one element object.

12. The apparatus of claim 11, wherein the game world generation input command is at least one of a game engine command, a game design command, a game server command, and a game player command for populating at least one element of a game session.

13. The apparatus of claim 11, wherein the game world standard definition is used to generate at least one parameter of at least one of game levels, game maps, game storylines, object design styles, and game elements.

14. The apparatus of claim 11, wherein the game world generation input command includes detecting game element tags in the video game area, the game element tags including descriptions of game elements for configuration.

15. The apparatus of claim 11, wherein determining the at least one element for filling the video game area comprises: Generate at least one of the content of a new game area in the video game and a new storyline component of the video game.

16. The apparatus of claim 11, wherein determining the at least one element for filling the video game area comprises: The at least one game element and game area are generated based on the storyline and design theme of the video game.

17. The apparatus of claim 11, wherein determining the at least one element for filling the video game area comprises: Generate at least one game object and at least one display property to fill the video game area, wherein determining the at least one element includes a template generation element for the game area.

18. The apparatus of claim 11, wherein determining the at least one element for filling the video game area comprises: A game world generation model is used to generate new game areas for the video game, the game world generation model being trained to generate the new game areas based on game area criteria to include new game content.

19. The apparatus of claim 11, wherein determining the at least one element for filling the video game area comprises: The device generates a display element for the at least one element in the newly generated game area, wherein the device uses a template generated for the video game to determine the display attributes and game functions of the at least one element.

20. The apparatus of claim 11, wherein outputting the game data of the electronic game comprises: Display at least one of the elements during the game session.